Without further ado, I will introduce the second game of our Mini Campaign (for a refresher, or perhaps and introduction if you are new to these pages, please see the mini campaign tag to view the progress in reverse order, or click here for a brief view of the missions and consequences).
The first landing parties dueled each other to a standstill. The Onorevoli controlled the Bridge for a significant period, and reduced the Iron Warrior invaders to small, tattered, and ineffectual bands. By comparison, the Iron Warriors utterly destroyed several of the Onorevoli Recon Teams and completely disrupted any attempt to assert genuine control over the ship’s essential mechanisms along the Central Spine.
And so, the first turn of our campaign ended rather indecisively. Neither Ref Pitmann nor I had placed an uncontested claim on an objective and, therefore, neither of us were able to celebrate any of the quirky bonuses for those objectives in the opening turns of our campaign. This would not do.
For this game, we each controlled three independent forces of 400pts each for a total of 1200pts. To keep things both interesting and flavorful, each Team was still restricted by standard Kill Team Force Organization (which is to say, only one Elite and/or Fast choice, no Heavy, and no HQ). Also, Teams were still subject to “disintegration,” which is our shorthand for the Ld tests that each individual Team must take when it has been reduced to below half strength. Once again, we opted for random deployment and then a random selection of Missions for each individual Landing Team, which only that Team could claim.
Challenging and engaging? Absolutely.
We had an absolute blast.
Here’s what the armies deployed: For those of you doing maths at home, I should note we agreed that the strict 400pts option was slightly malleable, provided that the total between all three Teams didn’t exceed 1200pts; I, for example, fielded one Team of 400pts, one of 350pts, and one of 450pts. and so on.
In the second wave of action, the Onorevoli deployed three Recon Teams of suitable fluff and potency combined. As ever, the Onorevoli remain relatively thin on Tactical Marines, in favor of expendable Scouts and Elite Terminators –ideally suited for boarding actions such as these:
Scouts (x7): PW, HB
Terminators (x5): AC (there’s a TH/SS in the photo that acts as a standard Srgt. in gameplay)
Scouts (x5): PW
Tactical Squad (x5): PW
Terminators (x5): AC
Scout Bikers (x3)
Tactical Squad (x5): PF/PP
Terminators (x5): TH/SS
The Iron Warriors deployed a straightforward, but aggressive and potent mixture of Elite and Fast units. As usual, Pitmann also enjoyed a spattering of Berzerkers in part, I believe, because he knows that I’m not really certain how to deal with them…
Kill Team IV
Berzerkers (x7): PW
Bikers (x5): PW
Kill Team VI
Berzerkers (x7): PW
Bikers (x5): PW (the Chaos Hound is actually a Biker -we inexplicably found ourselves one short).
Here’s how the Alacrity looked after deployment, with the Onorevoli crowding the Middle, South, and West sides of the table, while the Iron Warriors spread out across both the Southeast corner, and the North/Northeast end of the tabletop.
Wednesday, we’ll follow the action across the Alacrity.